01.03.2013 Views

DOCTORAATSPROEFSCHRIFT - EDM - UHasselt

DOCTORAATSPROEFSCHRIFT - EDM - UHasselt

DOCTORAATSPROEFSCHRIFT - EDM - UHasselt

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

6 Contributions<br />

all virtual interactions in the VE. Also, the system allows for instant<br />

integration of new, ‘unknown’ interactive objects during simulation;<br />

• the ExtReAM library, a plug-in-based animation library. This library<br />

will enable us to improve realism by enabling physical simulation and<br />

more dynamic animations for objects and user embodiments which can<br />

result in better VE experiences and higher levels of presence if used properly.<br />

ExtReAM is built around an object-oriented, platform-independent<br />

core that can easily be extended with plug-ins. While the core system<br />

provides functionality for managing plug-ins and objects, the plug-ins<br />

are responsible for more specific tasks such as object loading and various<br />

animation techniques. Different plug-ins can be used for different<br />

platforms, when necessary, and plug-ins need to be loaded only when<br />

their functionality is required. In this way, ExtReAM is prepared for<br />

next generation VEs on different platforms;<br />

• the physical interactive object approach, an extension of the basic interactive<br />

object approach, that increases the realism of the interactive world<br />

by employing rigid body simulation to calculate all actor and object<br />

movements. Furthermore, it allows objects to contain physical actions<br />

and properties as well. The extended animation and simulation functionalities<br />

are provided by integrating the ExtReAM library. By combining<br />

realistic simulation with our dynamic interaction mechanism, much more<br />

lively virtual worlds can be achieved with minimal effort;<br />

• new techniques for interacting with virtual environments. We show how<br />

inverse kinematics can be used to increase the interaction possibilities<br />

through realistic direct avatar control. This allows for easy, on-the-fly<br />

creation of new interactions. Furthermore, we present a way to couple<br />

stable haptic force feedback to rigid body simulation in order to achieve<br />

haptic travel in dynamic VEs. Through the use of a haptic IO device,<br />

we provide the user with a realistic way to control an animated avatar’s<br />

travel in a VE. Furthermore, we show how several physically simulated<br />

forces based on changes in the terrain and avatar collisions, influence<br />

travel and give the user feedback on what is happening to its virtual<br />

representation; increasing his feeling of presence;<br />

• formal and informal evaluations of all of the proposed solutions and techniques<br />

through experimentation, integration in real-world applications or<br />

usability testing.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!